GridMapModel.ts 6.4 KB

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  1. import GameDataCenter from "../../GameDataCenter";
  2. import { GridMapModelData } from "./GridMapModelData";
  3. import { ReqHcMerge } from "../../../shared/hc/PtlHcMerge";
  4. import EventMng from "../../../manager/EventMng";
  5. import { GridEvent } from "../../../logic/gridMap/GridEvent";
  6. import { HcType, HcUnlock, ReqHcInfo } from "../../../shared/hc/PtlHcInfo";
  7. import Gamecfg from "../../../common/gameCfg";
  8. import UECell from "../../../logic/gridMap/UECell";
  9. import UEGridMap from "../../../logic/gridMap/UEGridMap";
  10. import { gameMethod } from "../../../common/gameMethod";
  11. import UECube from "../../../logic/gridMap/UECube";
  12. import { ReqHcEmit } from "../../../shared/hc/PtlHcEmit";
  13. /** 合成物品数据 */
  14. export interface MergeItem {
  15. type: number,
  16. id: number,
  17. rate: number
  18. }
  19. export default class GridMapModel extends GridMapModelData {
  20. /** 配方可合成的物品 */
  21. public formulaMap: { [key: string]: MergeItem[] } = {};
  22. /** 可合成物品的配方 */
  23. public itemFormula: { [key: string]: string[] } = {};
  24. private ueGridMap: UEGridMap;
  25. constructor() {
  26. super('gridMap');
  27. }
  28. protected onRegister(): void {
  29. }
  30. Init(ueGridMap: UEGridMap) {
  31. this.ueGridMap = ueGridMap;
  32. this.FilterMergeChain();
  33. }
  34. /** 过滤合成链 */
  35. FilterMergeChain() {
  36. this.formulaMap = {};
  37. this.itemFormula = {};
  38. for (let key in Gamecfg.mergeInfo.pool) {
  39. let item = Gamecfg.mergeInfo.pool[key];
  40. let formulaKey1 = `${item.formula[0]}_${item.formula[1]}_${item.formula[2]}_${item.formula[3]}`;
  41. let formulaKey2 = `${item.formula[2]}_${item.formula[3]}_${item.formula[0]}_${item.formula[1]}`;
  42. this.formulaMap[formulaKey1] = [];
  43. this.formulaMap[formulaKey2] = [];
  44. for (let idx = 1; idx <= 4; idx++) {
  45. let mergeItem = item[`item${idx}`];
  46. let mergeItemRate = item[`rate${idx}`];
  47. if (mergeItem) {
  48. this.formulaMap[formulaKey1].push({ type: mergeItem[0], id: mergeItem[1], rate: mergeItemRate });
  49. this.formulaMap[formulaKey2].push({ type: mergeItem[0], id: mergeItem[1], rate: mergeItemRate });
  50. if (!this.itemFormula[`${mergeItem[0]}_${mergeItem[1]}`]) {
  51. this.itemFormula[`${mergeItem[0]}_${mergeItem[1]}`] = [];
  52. }
  53. this.itemFormula[`${mergeItem[0]}_${mergeItem[1]}`].push(formulaKey1);
  54. }
  55. }
  56. }
  57. }
  58. /** 请求棋盘信息 */
  59. async sendHcInfo(param: ReqHcInfo) {
  60. let ret = await GameDataCenter.gameServer.ReqApi("hc/HcInfo", param);
  61. if (ret?.res) {
  62. this.hcInfo = ret.res;
  63. EventMng.emit(GridEvent.HC_INFO_RSP, ret.res);
  64. EventMng.emit(GridEvent.HC_SP_UP);
  65. }
  66. }
  67. // 请求合成
  68. async sendHcMerge(param: ReqHcMerge) {
  69. let ret = await GameDataCenter.gameServer.ReqApi("hc/HcMerge", param);
  70. return ret;
  71. }
  72. async sendEmitter(gzid: number) {
  73. let ret = await GameDataCenter.gameServer.ReqApi("hc/HcEmit", { gzid: gzid.toString() });
  74. if (ret?.res) {
  75. for (let key in ret.res) {
  76. EventMng.emit(GridEvent.TRIGGER_EMITTER, { idx: gzid, targetIdx: Number(key), item: ret.res[key] });
  77. }
  78. }
  79. }
  80. /** 尝试合成 */
  81. public async TryMergeItems(fromCell: UECell, toCell: UECell) {
  82. //检测目标格子物品是否可以拖动
  83. if (toCell.IsEmpty() || toCell.GetCube().CanDrag()) {
  84. let ret = await this.sendHcMerge({ gzid1: fromCell.GetZIndex().toString(), gzid2: toCell.GetZIndex().toString() })
  85. if (ret && ret.res) {
  86. let fCube = ret.res[fromCell.GetZIndex()];
  87. let tCube = ret.res[toCell.GetZIndex()];
  88. if (toCell.IsEmpty()) {
  89. //格子上没有物品
  90. fromCell.MoveCubeToCell(toCell);
  91. toCell.SetCube(fromCell.GetCube());
  92. fromCell.SetCube(null);
  93. } else if (this.CanMergeItems(fromCell, toCell)) {
  94. toCell.GetCube().PlayMergeAnim();
  95. fromCell.ClearCube();
  96. toCell.ClearCube();
  97. EventMng.emit(GridEvent.HC_MERGE_RSP, { cell: toCell, cube: tCube });
  98. } else {
  99. this.SwitchCell(fromCell, toCell);
  100. }
  101. }
  102. } else {
  103. //回到原来位置
  104. fromCell.GetCube().BackToOriginalPos(true);
  105. }
  106. }
  107. /** 交换格子 */
  108. private SwitchCell(fromCell: UECell, toCell: UECell): void {
  109. let fromCube = fromCell.GetCube();
  110. let toCube = toCell.GetCube();
  111. fromCell.SetCube(toCube);
  112. toCell.SetCube(fromCube);
  113. toCube.MoveToNewPos(cc.v3(fromCell.node.x, fromCell.node.y));
  114. fromCube.MoveToNewPos(cc.v3(toCell.node.x, toCell.node.y), 0.05);
  115. }
  116. /** 将索引转换为位置 */
  117. public TranIdxToPos(idx: number): cc.Vec2 {
  118. let row = idx % 10;
  119. let col = Math.floor(idx / 10);
  120. return cc.v2(row - 1, col - 1);
  121. }
  122. /** 检测目标格子是否可以放置&合成&交换物品 */
  123. public CellCanPut(fromCell: UECell, toCell: UECell): boolean {
  124. //目标格子是空格子
  125. if (toCell.IsEmpty()) {
  126. return true;
  127. }
  128. //检测目标格子物品是否可以拖动
  129. if (toCell.GetCube().CanDrag()) {
  130. return true;
  131. }
  132. //目标位置是物品,但是可以合成
  133. if (this.CanMergeItems(fromCell, toCell)) {
  134. return true;
  135. }
  136. return false;
  137. }
  138. /** 是否可以合成 */
  139. private CanMergeItems(fromCell: UECell, toCell: UECell): boolean {
  140. let formulaKey = `${fromCell.GetCube().GetCubeData().type}_${fromCell.GetCube().GetCubeData().id}_${toCell.GetCube().GetCubeData().type}_${toCell.GetCube().GetCubeData().id}`;
  141. let mergeArr = this.formulaMap[formulaKey];
  142. if (gameMethod.isEmpty(mergeArr)) {
  143. return false;
  144. }
  145. return true;
  146. }
  147. /** 获取可合成的物品集 */
  148. public GetMergeItems(cube1: UECube, cube2: UECube) {
  149. let formulaKey = `${cube1.GetCubeData().type}_${cube1.GetCubeData().id}_${cube2.GetCubeData().type}_${cube2.GetCubeData().id}`;
  150. let mergeArr = this.formulaMap[formulaKey];
  151. return mergeArr || [];
  152. }
  153. }